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  1. #31
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by SpecialKK View Post
    Unchained + Berserk: I figure the only time you use Unchained is when you need to pump out that extra DPS, which makes it go well with Berserk. Same cooldown timer also, IIRC. Downside is pacification at end of Berserk, but I figure it's not that big a deal given when you would be using Unchained in the first place.
    I use them back to back, much like this, though I prefer to use an attack in between them to space them out and get a GCD between them. Unchained doesn't affect any of your Wrath consumers but Berserk does, so you can spend the 20 seconds of Unchained dumping out mad deeps with your Wrath generating attacks and, as soon as it drops, when you have a single GCD of Berserk left, let loose with a Steel Cyclone or Inner Beast.

    Also, Berserk is on a 90 sec CD while Unchained is on a 120 sec CD. Of course, it doesn't matter if you "waste" Berserk by waiting to use it until you get Unchained because Unchained increases the contribution of Berserk by 33%, which just so happens to be the percent of total effect lost by delaying Berserk for Unchained to recharge. In fact, you get more out of only using Berserk when you've got Unchained because you get the same mean contribution while they're active but lose less time to Pacification.

    Convalescence + Second Wind: Not sure if SW is boosted by Conv, but they are same timer cooldown, and I figure it would help healers top me off quick with the 2nd wind in there. Its basically a heal macro.
    Convalescence only increases the healing you receive from outside sources. Second Wind, Inner Beast, Storm's Path, and Bloodbath are completely unaffected by any healing buffs or debuffs. I actually tend to use Convalescence in a preventative manner (e.g. when I know I'm about to need a lot of big healing) as opposed to reactive manner. I'll use ToB in this manner though, since it's got the heal attached to it.

    Honestly though, I wouldn't use Second Wind. It's a paltry heal on a long CD. There are better cross-class abilities out there.

    The only CDs I have macro'd on my WAR are Vengeance, Thrill of Battle, Convalescence, and Holmgang, though none of them are multiple-activation macros. I have the macros set up to announce that I've used the ability along with a short description of what the effects of it are and then, through the miracle of /wait, announce when the effect falls off. *Every* healer I've run with has told me how amazingly useful they found them since it allows them to figure out when buffs you've got without having to pick out the buff icon from your buff bar. As soon as I put them together, I saw a dramatic reduction in overhealing and increased efficiency of situational improvements (i.e. Stoneskin while ToB is up and Adloqs while Convalescence is active).

    This is it:

    Code:
    /macroicon "Convalescence"
    /ac "Convalescence" <me>
    /p Convalescence used. Big Adloqs on me.
    /wait 20
    /p Convalescence faded.
    You can do it for any and all of your CDs by replacing the name with the relevant CD and modifying the number after the /wait to match the ability's duration.

    You can also create some *really* useful macros for specific fights if you know the cycle speed and are can use them. I've got an amazing Death Sentence macro that provides regular timing and relevant warnings to my party/healers about when it's about to land.
    (1)

  2. #32
    Player
    Techro's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    101
    Character
    Loken Kaiser
    World
    Lamia
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by shoultzilla View Post
    Fixed. You need the /wait command. Now they'll cast in sequence.
    By the way OP described i believe he/she means to use them without sequence. This is also what i do, I press it once for foresight and then after foresight is up i will press it again for feather foot to have a rolling buff on me while i tank multiple mobs. Sometimes I will spam to get all three of them up at once, very rarely though.
    (0)

  3. #33
    Player
    Techro's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    101
    Character
    Loken Kaiser
    World
    Lamia
    Main Class
    Thaumaturge Lv 50
    I agree with Kitru conv+SW is no bueno. But much like kitru pointed out if you are using thrill of battle re-actively instead of proactive i would add conv to it and let your healers know you need big heals so that you get the full advantage of both of those cool downs.
    -Unchained + Beserk + bloodbath is also a great macro especially for burn phases. i've also found that adding a /wait 15 then /p esuna in 5secs works well to clear pacification.
    - Heavy Swing + Bloodbath. great for speed running dungeons constantly keep BB up while running through mobs.
    Being that the warrior is very "situational" .. it kinda makes it so there are not many macros out there that are very effective. I would say that its best to just play and figure them on your own based on your style of play.

    The macro that I used the most while leveling and still do in dungeons are these two:
    - mark 1 + tomahawk. in this order so that if you only press once you can change the 1 to a different target
    - provoke + tomahawk + butchers block. This one is to regain aggro of a loss. the butchers block will go off if its with in range if its not it just wont.

    Also on a side note, i could be wrong but i believe that quotations in macros " " only need to be used when there are 2 words that need to be included in one command. for example:

    /ac "Heavy Swing" as oppose to a command with one word /ac Tomahawk.
    (0)
    Last edited by Techro; 01-24-2014 at 04:11 AM. Reason: more things

  4. #34
    Player
    SpecialKK's Avatar
    Join Date
    Dec 2013
    Posts
    172
    Character
    Kulit Kulitin
    World
    Adamantoise
    Main Class
    Culinarian Lv 70
    Thanks for the note on Second Wind. I'm guessing Provoke, Convalescence, Flash, Featherfoot, and Internal Release are your five cross-class skills then, instead of having SW in there?
    (0)

  5. #35
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by SpecialKK View Post
    Thanks for the note on Second Wind. I'm guessing Provoke, Convalescence, Flash, Featherfoot, and Internal Release are your five cross-class skills then, instead of having SW in there?
    Flash is basically redundant given the Overpower changes in 2.1. Unless you're bad with Berserk timing, you don't need an ability that generates enmity but does nothing else for when you are Pacified, since enmity generation is such a joke. As to it being a "free" cast because Overpower is so expensive, you've got Steel Cyclone, which fills the same niche and does it better.

    My 5 CC abilities are Provoke, Conv, Featherfoot, IR, and either Mantra or Awareness depending upon the fight (if there is AoE damage, like on the Ex primals, I take Mantra; if it's really nasty burst, like t1, t4, or t5, I use Awareness).
    (0)

  6. #36
    Player
    SirTaint's Avatar
    Join Date
    Oct 2013
    Posts
    1,088
    Character
    Sir Taint
    World
    Behemoth
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by Kitru View Post
    Flash is basically redundant given the Overpower changes in 2.1. Unless you're bad with Berserk timing, you don't need an ability that generates enmity but does nothing else for when you are Pacified, since enmity generation is such a joke. As to it being a "free" cast because Overpower is so expensive, you've got Steel Cyclone, which fills the same niche and does it better.

    My 5 CC abilities are Provoke, Conv, Featherfoot, IR, and either Mantra or Awareness depending upon the fight (if there is AoE damage, like on the Ex primals, I take Mantra; if it's really nasty burst, like t1, t4, or t5, I use Awareness).

    And the 3rd instance is dungeon runs where you want flash. You really want all 3 (mantra,awareness,flash) and sub them in accordingly. Featherfoot is pretty pointless in Coil and flash can be useful when gathering mobs like in Turn 4.
    (0)

  7. #37
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by SirTaint View Post
    And the 3rd instance is dungeon runs where you want flash.
    I just explained exactly *why* there's no runs where you actually want or need Flash. Flash serves no real purpose any more. It used to be needed for near instant AoE aggro. Overpower and Steel Cyclone both do that now, so Flash is basically worthless. The only reason to take Flash is because you feel like using Flash for whatever arbitrary reason you come up with because it gives you the warm fuzzies. It's not going to actually contribute to your success in any way.
    (0)

  8. #38
    Player
    Techro's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    101
    Character
    Loken Kaiser
    World
    Lamia
    Main Class
    Thaumaturge Lv 50
    I would sub Mantra for SW as well. I keep flash around because it's the better option out of all the other CC abilities. I run Provoke, Conv, Awareness, Featherfoot, Flash. I will swap IR for flash when necessary, depending on battle. As these guys explained above ^. As you can see eveyone has different opinions about it. So like I said earlier, it's better to just find what best suits you and make macros for your own convenience. Though Steel cyclone and overpower generate enough enmity to make flash useless, i still take it mainly bc i can and bc i do. lol
    (0)

  9. #39
    Player
    Jyoeru's Avatar
    Join Date
    Sep 2013
    Location
    Dallas, TX
    Posts
    304
    Character
    Jyoeru Zaberu
    World
    Faerie
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Kite32 View Post
    I've heard people talk about how useful Macros are, but I'm not really sure why you would/should use them rather than mousing over the skill or clicking the numbers..
    Macros can assist in having fluid rotation. As someone pointed out, they clean up the bars, too. I currently work with 10 hotkeys in my standard boss encounter. 5 of these keys are macros. One marks and casts tomahawk. Another puts most of my buffs into a one button spam mode. And so on.

    I can literally open up on a boss with 2 buttons, then just hit whichever macro button applies in my sequence making use of the /wait 2.5 second command to automate that particular rotation. If I didn't have abilities grouped as such, it would be more buttons to press, more opportunity to screw up my attack orders, and I would probably miss fluid rotation, which would contribute to less damage, which would make me a less effective tank.
    (0)

  10. #40
    Player
    Bixby's Avatar
    Join Date
    Mar 2011
    Posts
    1,534
    Character
    Ampersand Kai
    World
    Gilgamesh
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Jyoeru View Post
    /wait 2.5
    Otherwise known as /wait 3. Which is why these sorts of macros are a bad idea. Building one second of dead time into each three-hit combo will catch up with you. As will all the times you have to run out of AOE and end up out of range or facing the wrong way right when ability #2 is supposed to go off, making you miss out on both of the last two hits.

    Macros: Good idea.
    Macros consolidating buffs: Debatable idea.
    Macros dumbing down your rotations: Bad idea.
    (2)

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